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Thunder nerf - too OP


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Of course a thunder user would want a thunder to be OP

 

hell no , that would make it too powerful , I use thunder and I like it the way that it is now , I don't want it to be OP as well as UP.

Then why everyone has a module ? I deal like 450 below in my main account. ;-; (without drugs)

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Then why everyone has a module ? I deal like 450 below in my main account. ;-; (without drugs)

same

thunder's power is not its damage , it's its splash , splash damage is waaaay more important that direct damage . you have to pick the right map and you will be able to climb to the top if you use thunder correctly

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hey folks,maybe if everyone will be shouting about him/her most annoying turret,the developers will nerf them all.
and after that we should go for another game and again shout against it.
it looks like neverending story.
 let the Thunder as it is.

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I actually think to some degree Thunder is now a victim of its past successes.  In the dim past somewhere, it was smurfed because it was OP, I would hazard a guess, this is also the time the original Emerald paint surfaced, and a multitude of other paints for that matter.  So it took a double hit, plenty of high protection out there, and then smurfing the turret itself.  From my own playing I think up to m3 is actually fine, when you're playing at less than Gizmo, after that it is actually something like hitting your self over the head with a cricket bat.

 

Love

 

Aunty


because it's OP

 

I deal 80 damage with my m3.5 freeze -_-

chuckle, not a good comparison, you'd want to compare freeze to fire...

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I feel splash is used as a weapon effect too often and too strongly in general. But Thunder on the whole is not one of the unbalanced weapons out there. Just tone down splash across the board.

 

Magnum, Twins, Shaft and Rico have more design issues IMO

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I feel splash is used as a weapon effect too often and too strongly in general. But Thunder on the whole is not one of the unbalanced weapons out there. Just tone down splash across the board.

 

Magnum, Twins, Shaft and Rico have more design issues IMO

 

I feel splash is used as a weapon effect too often and too strongly in general. But Thunder on the whole is not one of the unbalanced weapons out there. Just tone down splash across the board.

 

Magnum, Twins, Shaft and Rico have more design issues IMO

 

especially rico and magnum , I think shaft is fine

 

Rico is just so annoying

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I actually think to some degree Thunder is now a victim of its past successes.  In the dim past somewhere, it was smurfed because it was OP, I would hazard a guess, this is also the time the original Emerald paint surfaced, and a multitude of other paints for that matter.  So it took a double hit, plenty of high protection out there, and then smurfing the turret itself.  From my own playing I think up to m3 is actually fine, when you're playing at less than Gizmo, after that it is actually something like hitting your self over the head with a cricket bat.

 

Love

 

Aunty

chuckle, not a good comparison, you'd want to compare freeze to fire...

 

 

I fully agree. Thunder is pretty balanced, especially as it is one of the weapons against which are a lot of protections around.

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I fully agree. Thunder is pretty balanced, especially as it is one of the weapons against which are a lot of protections around.

thunder is extremely OP at low ranks , extremely UP at high ranks . how is that balanced ?

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thunder is extremely OP at low ranks , extremely UP at high ranks . how is that balanced ?

I mainly meant M3/M4 Thunder about being balanced. Anyway, I don't think that a weapon that can produce a rather good amount of xp per h can be very UP. I remember Hazel talking about Thunder and he said, that a lot of people use it, but they don't really know how to use it. They should better exploit the benefits of having splash damage on range and immediate hits as there is no shot flying time.

 

Regarding low ranks, M1 Thunder is pretty strong indeed (I estimate it to be the strongest M1) but that is mainly because it is the gun which is unlocked at the highest rank that still unlocks M1s. I would rather search for imbalances at the very early unlocking of Thunder M1 by kits (Matrix and Predator), which let them unlock 4 ranks before reaching the regular rank. If MUs are added immediately on those kits it makes the balance worse. Considering the regular unlock rank you should compare Thunder (0/10) with other weapons that already got some MUs on it as they are unlocked before.

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I mainly meant M3/M4 Thunder about being balanced. Anyway, I don't think that a weapon that can produce a rather good amount of xp per h can be very UP. I remember Hazel talking about Thunder and he said, that a lot of people use it, but they don't really know how to use it. They should better exploit the benefits of having splash damage on range and immediate hits as there is no shot flying time.

 

And they should also learn how to rotate their turrets while they're at it B)

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I can't show my skills in a enemy base... I'm a raider. 

 

Imagine it would be 6 vs 1. 

 

 

same

thunder's power is not its damage , it's its splash , splash damage is waaaay more important that direct damage . you have to pick the right map and you will be able to climb to the top if you use thunder correctly

 

Group of guys wear thunder module and raid us. My Team mates are not securing the base. I'm the 1 who guards it, If I'm really lucky.. a guy like me help in this. 

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If everyone gets a free 100% Magnum module, does it mean that Magnum is not OP anymore? Of course not! Same applies to thunder. You can't nerf thunder just by hoping that everyone will wear a thunder module.

 

Plus, 95% of the people defending the thunder use it as its primary weapon here, so the feedback here is 100% biased.

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If everyone gets a free 100% Magnum module, does it mean that Magnum is not OP anymore? Of course not! Same applies to thunder. You can't nerf thunder just by hoping that everyone will wear a thunder module.

 

Plus, 95% of the people defending the thunder use it as its primary weapon here, so the feedback here is 100% biased.

I agree with your reasoning on protection module use and effectiveness. 

There's a reason people are buying the modules.  And that reason isn't because the turrets are weak.

Some just forget there are people that don't have the module (equipped) ... and suffer the full effects of these weapons.

 

Having said that I think Thunder is fairly balanced - not OP and not UP either.

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If everyone gets a free 100% Magnum module, does it mean that Magnum is not OP anymore? Of course not! Same applies to thunder. You can't nerf thunder just by hoping that everyone will wear a thunder module.

 

Plus, 95% of the people defending the thunder use it as its primary weapon here, so the feedback here is 100% biased.

I assume you are talking of me. My time when Thunder was my primary weapon ended at Christmas 2016. In the meantime I focused on various others, especially Hammer, Twins and Magnum. Playing a lot with Magnum doesn't hinder me to tell that Magnum is too OP and I already did that in September last year.

 

From an idealistic point of view you are right about excluding the module usage in the balance discussion, as weapons should only be balanced among themselves. But the thing is that if a gun was too strong for too long or simply too much used, it leads people to buying more protection modules compared to others, which means a gun imbalance can produce a module imbalance. Now when the devs would decide to nerf this gun in such a way that it is balanced, assuming that everyone is using a Zero module, it will lead in the real battle to an underperforming turret. The problem is that the gun imbalance (by strength or by usage) was too long in place before the gun nerf came.

 

Also the module usage is changing only pretty slow and I would bet it changes slower than the gun usage. People focus more on guns than on modules, so they have less variety there. If there are module imbalances, you can't balance them out via modules, but only via the balance of guns. The perfect way would be to balance out guns before they will produce module imbalances, which would mitigate a problem like this.

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I assume you are talking of me. My time when Thunder was my primary weapon ended at Christmas 2016. In the meantime I focused on various others, especially Hammer, Twins and Magnum. Playing a lot with Magnum doesn't hinder me to tell that Magnum is too OP and I already did that in September last year.

 

From an idealistic point of view you are right about excluding the module usage in the balance discussion, as weapons should only be balanced among themselves. But the thing is that if a gun was too strong for too long or simply too much used, it leads people to buying more protection modules compared to others, which means a gun imbalance can produce a module imbalance. Now when the devs would decide to nerf this gun in such a way that it is balanced, assuming that everyone is using a Zero module, it will lead in the real battle to an underperforming turret. The problem is that the gun imbalance (by strength or by usage) was too long in place before the gun nerf came.

 

Also the module usage is changing only pretty slow and I would bet it changes slower than the gun usage. People focus more on guns than on modules, so they have less variety there. If there are module imbalances, you can't balance them out via modules, but only via the balance of guns. The perfect way would be to balance out guns before they will produce module imbalances, which would mitigate a problem like this.

We get max 3 protections, so we use the module to protect us against the turrets we feel most threatened by.

 

If Devs balance the weapon properly - and it is no longer OP - then fewer people will feel the need to equip it.

 

Another reason you see a lot of Thunder protections equipped is - Thunder users are protecting against themselves.

It skews the results.

 

Even though Striker does self-damage we don't see many modules against that for 2 reasons...

1) relatively new - the rarer the turret the rarer the module.

2) generally the turret is not very "threatening" so few people feel the need to equip against it.

 

Again- personally I think Thunder is fine. I just don't buy the argument that modules in circulation should be considered.

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Yep, true. I think Thunder overall is fine too. The thing about protections vs self-damage is a good point. Generally I wouldn't take modules circulation into account either, but if there are big differences in numbers and if it is because there were balance mistakes in the past, I think the modules shouldn't be overlooked.

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Mostly I think we're chasing our tails.  We seem to have a consensus, Thunder is generally balanced.  The place it always fell over for me, was after emerald paint arrived in the equation... What was that kit... Raiden.. there was another kit too with it on a heavier with it too, every man and his dog bought that kit at one time. Most I think for the hull and the emerald paint, far more than the thunder.  Which means from there on out, the benefit of thunder is decreasing.. and once you hit Legend all of those people with it are suddenly there again in battle.  

 

When your baby is out there doing more than half damage before you add drugs to the equation, it gets more than mildly ridiculous.

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Plus, 95% of the people defending the thunder use it as its primary weapon here, so the feedback here is 100% biased.

...

...

...

The extra 5%?

:P

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Thunder is it strong at low ranks as I had m1 thunder kit at WO3 or WO4, mostly got 50-100 kills each battle with drugging of course but the amount of work it does at low rank is OP. Now.. Having M3-M4 thunder at Legend rank is useless since every player has thunder protection module and most of them are 15/15 - 50 maxed out modules, so thunder is pretty much useless to me at that rank, makes no difference. 

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Thunder is it strong at low ranks as I had m1 thunder kit at WO3 or WO4, mostly got 50-100 kills each battle with drugging of course but the amount of work it does at low rank is OP. Now.. Having M3-M4 thunder at Legend rank is useless since every player has thunder protection module and most of them are 15/15 - 50 maxed out modules, so thunder is pretty much useless to me at that rank, makes no difference. 

Having excessive protection modules is invalid reason for thunder is UP. If everyone was healed because of a 110% module against Magnum... is Magnum UP?

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If everyone gets a free 100% Magnum module, does it mean that Magnum is not OP anymore? Of course not! Same applies to thunder. You can't nerf thunder just by hoping that everyone will wear a thunder module.

 

Plus, 95% of the people defending the thunder use it as its primary weapon here, so the feedback here is 100% biased.

No. I do not use Thunder to defend the base (my Thunder is only 1/10) but I agree that it is not OP.

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